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'''Morale''' is a type of [[:Category:Gameplay|game mechanic]] in ''[[Dead State]]''.
[[File:Sheltersummary.png|thumb|A preview of the moral mechanic from a live session at PAX 2013.]]
 
   
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: ''Morale is the overall feeling of [[the Shelter]] - the aggregate of every individual's mood. Because it's the apocalypse, and civilization is but a shell of its former self, there is a drain on Morale every day. However, by keeping the Shelter secure and its denizens cared for, you can cancel out this drain and keep things running smoothly. However, if Morale gets too low, individuals may start to act out, leave, or potentially even rebel against you.''
Morale is one of the major systems in the game, reinforcing one of the bigger themes in a zombie apocalypse scenario.  Maintaining positive Morale is one of the major tasks the player has to do. Morale is based on [[Mood]], which is generated by [[allies]].  Morale can be thought of as the sum total of good will generated by the player. Morale is what keeps people’s spirits up, keeps them going, and prevents the pocket society they have created from breaking down. As long as Morale is positive, the player doesn’t have to worry about people leaving, refusing to do [[jobs|tasks]], or being difficult in the field. Certain story events, activities, and [[luxuries|luxury]] items can build up Morale. Other actions such as starvation, killing an ally, or having an ally die in the field can reduce morale. Certain allies (especially those with [[negotiation]] skills) and [[upgrades]] (like the generator) will give the player daily morale bonuses. Like [[provisions|Food]], good Morale can be stockpiled, meaning that as long as people have distractions and Food, generally they will forget about the harsher realities of life.
 
   
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Morale is what keeps people’s spirits up, preventing the pocket society they have created from breaking down. As long as Morale is positive, there is no reason for [[allies]] to become uncooperative. Story events, [[luxuries|luxury]] items, and certain activities will increase Morale. Starvation, death of an ally, and killing neutral survivors out in the field will reduce Morale.
The general Morale number is to make sure that you are aware that the general Morale is positive. There are consequences if it is continually negative.
 
   
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Morale is also affected by [[Mood]], or the individual feeling of each [[Allies|ally]]. Regardless of how happy people are, [[Mood]] will always reduce Morale each day, because the reality of living after society has broken down takes its toll on each survivor. Shelter [[upgrades]] and certain ally traits provide daily Morale bonuses, which are displayed at the end of each day in the Shelter Summary.
The amount of Morale that an ally loses is equal to their Mood.  Each ally loses Morale every day, no matter what their Mood – even under the best circumstances, the reality of living after society has broken down takes its toll on the survivors. There are several ranges of Mood, from Good to Disgruntled, with the least amount of Morale being lost if they have a positive outlook on their survival. Mood is influenced by player actions and events that have affected the Shelter or that ally, both good and bad. Mood is not necessarily tied to an ally’s respect for the player – for example, their Mood might drop because a loved one dies – but making people hate you is not going to do wonders for their Mood and the Shelter’s Morale.
 
   
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Should Morale reach -300 at any time after day 30, [[Davis Cray|Davis]] will express his regrets in choosing you to lead the shelter and kills you himself.
Luxury items are scavenged from houses, buildings, stores, etc. and are stored at the Shelter as a way to offset Morale losses.
 
   
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==Shelter Summary==
Known Morale Bonuses:
 
  +
[[File:Sheltersummary.png|thumb|475px]]
   
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: ''The Shelter Summary screen appears at the end of every game day, and presents a summary of the failures and successes of the day.''
*No Starvation +5
 
*Allies Negotiation Bonus +6
 
*Player Negotiation Bonus +20
 
   
  +
Morale Bonuses and Morale Penalties are always displayed in the middle section of the Shelter Summary screen.
Known Morale Penalties:
 
   
 
===Morale Bonuses===
*Fence Broken -10
 
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{| class="wikitable sortable"
*No Electricity - 20
 
  +
|-
  +
! style="min-width:200px" | Influence !! data-sort-type="number" style="min-width:150px" | Amount !! Notes
  +
|-
  +
| Morale gained (luxury items, etc) || <center>varies</center> || <center>-</center>
  +
|-
  +
| Allies gained || <center>+30 /new Ally</center> || <center>-</center>
  +
|-
  +
| Cat-based pest control || <center>+5 /Cat</center> || <center>-</center>
  +
|-
  +
| Witnessed paying respects || <center>+3</center> || <center>-</center>
  +
|-
  +
| Positive morale for 7 days || <center>+10</center> || <center>-</center>
  +
|-
  +
| Crisis Events bonuses || <center>varies</center> || <center>-</center>
  +
|-
  +
| Ally negotiation skill bonus || <center>varies</center> || <center>-</center>
  +
|-
  +
| Likeable characters || <center>varies</center> || <center>-</center>
  +
|-
  +
| Parisa: Morale Bonus || <center>+2</center> || <center>-</center>
  +
|-
  +
| Food found bonus (>= 50) || <center>+20</center> || <center>The bonus is for the total food value. Different items have different values.
  +
Example: Pork Rinds have a value of 1. A sack of dried beans 20.
  +
</center>
  +
|-
  +
| Parts found bonus (>= 30) || <center>+10</center> || <center>-</center>
  +
|-
  +
| Fuel found bonus (>= 20) || <center>+10</center> || <center>-</center>
  +
|-
  +
| Antibiotics found bonus (>= 10) || <center>+5</center> || <center>-</center>
  +
|-
  +
| Upgrades complete: (mood gained) || <center>+20 /upgrade</center> || <center>-</center>
  +
|-
  +
| Suggestion box built || <center>+20</center> || <center>-</center>
  +
|-
  +
| Chef bonus || <center>+3</center> || <center>-</center>
  +
|-
  +
| Custodian bonus || <center>+2 /Ally on job</center> || <center>-</center>
  +
|-
  +
| Guard Duty bonus || <center>+1 /Ally on job</center> || <center>+5 if fully staffed</center>
  +
|-
  +
| Hospitality bonus || <center>+3</center> || <center>+2 Morale if [[Jenifer Strong|Jenifer]]</center>
  +
|-
  +
| Maintenance bonus || <center>+3</center> || <center>-</center>
  +
|-
  +
| Security Guard bonus || <center>varies</center> || <center>-</center>
  +
|-
  +
| Security Guard bonus || <center>+2</center> || <center>Available after Antibiotics Crisis Event</center>
  +
|-
  +
| Fortified Stone Reinforced Fence bonus || <center>+5</center> || <center>-</center>
  +
|-
  +
| Watchtower bonus || <center>+5</center> || <center>-</center>
  +
|-
  +
| Working Toilets bonus || <center>+5</center> || <center>-</center>
  +
|-
  +
| Working Generator bonus || <center>+20</center> || <center>-</center>
  +
|-
  +
| Rooftop Garden bonus || <center>+5</center> || <center>-</center>
  +
|-
  +
| Rooftop Greenhouse bonus || <center>+7</center> || <center>-</center>
  +
|-
  +
| Mushroom Patch bonus || <center>+2</center> || <center>-</center>
  +
|-
  +
| Recreation Room bonus || <center>+5</center> || <center>-</center>
  +
|-
  +
| Working Well bonus || <center>+5</center> || <center>-</center>
  +
|}
  +
 
===Morale Penalties===
  +
{| class="wikitable sortable"
  +
|-
  +
! style="min-width:200px" | Influence !! data-sort-type="number" style="min-width:150px" | Amount !! Notes
  +
|-
  +
| Morale lost (stocking spoiled food, etc.) || <center>-10</center> || <center>-</center>
  +
|-
  +
| Allies with good mood || <center>-3 /Ally with this mood</center> || <center>-</center>
  +
|-
  +
| Content allies || <center>-5 /Ally with this mood</center> || <center>-</center>
  +
|-
  +
| Allies with okay mood || <center>-10 /Ally with this mood</center> || <center>-</center>
  +
|-
  +
| Allies with bad mood || <center>-15 /Ally with this mood
  +
(-20 for disgruntled)
  +
</center> || <center>-</center>
  +
|-
  +
| Killed neutrals: (mood lost) || <center>-20 /Survivor</center> || <center>-</center>
  +
|-
  +
| Allies died: (mood lost) || <center>-50 /dead Ally</center> || <center>-</center>
  +
|-
  +
| Allies infected: (mood lost) || <center>-5 /infected Ally</center> || <center>-</center>
  +
|-
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| No Electricity || <center>-50</center> || <center>-</center>
  +
|-
  +
| Fence Broken || <center>-200</center> || <center>-</center>
  +
|-
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| Allies turned into zombie || <center>-20 /zombified Ally</center> || <center>-</center>
  +
|}
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==Traits==
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Some [[Allies]] possess certain traits that will affect daily Morale Bonuses or Penalties.
  +
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===Positive Traits===
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{| class="wikitable sortable"
  +
|-
  +
! style="min-width:200px" | [[Allies|Ally]] !! data-sort-type="number" | Trait !! data-sort-type="number" | Daily<br>Morale Boost !! data-sort-type="number" | Condition
  +
|-
  +
| [[Craig Sullivan]] || Recovery || <center>+1</center> || Rec Room upgrade
  +
|-
  +
| [[Doug Schultz]] || Guard the Base || <center>+3</center> || Guard job
  +
|-
  +
| [[Elaine Martin]] || Counselor || <center>+1</center> ||
  +
|-
  +
| [[Gillian Devries]] || Luxury Scavenger || <center>+2</center> ||
  +
|-
  +
| [[Isobel Dee]] || Workaholic || <center>+2</center> || Any job
  +
|-
  +
| [[Jenifer Strong]] || Helpful || <center>+2</center> || Hospitality job
  +
|-
  +
| [[Karen Landey]] || Relaxation || <center>+1</center> || Rec Room upgrade
  +
|-
  +
| [[Ken Nash]] || Rugged || <center>+1</center> ||
  +
|-
  +
| [[Lane Vibesit]] || Slacktivism || <center>+1</center> || No Job
  +
|-
  +
| [[Lane Vibesit]] || Misery Loves Company || <center>+10</center> || Shelter Morale below 15
  +
|-
  +
| [[Mark Corbeau]] || Executive Chef || <center>+5</center> || Chef job
  +
|-
  +
| [[Melina Guzman]] || Loved One || <center>+1</center> ||
  +
|-
  +
| [[Nathan Harris]] || World's Greatest Salesman || <center>+3</center> ||
  +
|-
  +
| [[Oscar Guzman]] || Beloved || <center>+1</center> ||
  +
|-
  +
| [[Parisa Sharazi]] || Researcher || <center>+2</center> || Working on a science-related project
  +
|-
  +
| [[Parisa Sharazi]] || Obsessed Researcher || <center>+5</center> || Working on a science-related project
  +
|-
  +
| [[Renee Cass]] || Comforting Presence || <center>+5</center> ||
  +
|-
  +
| [[Sandy Doubleday]] || I Can Do It || <center>+5</center> || Working
  +
|-
  +
| [[Todd Kantell]] || Religious Authority || <center>+1</center> ||
  +
|-
  +
| [[Ulysses Ford]] || Medical Authority || <center>+3</center> ||
  +
|-
  +
| [[Vic Castillo]] || Authority Figure || <center>+1</center> ||
  +
|}
  +
  +
===Negative Traits===
  +
{| class="wikitable sortable"
  +
|-
  +
! style="min-width:200px" | [[Allies|Ally]] !! data-sort-type="number" | Trait !! data-sort-type="number" | Daily<br>Morale Penalty !! data-sort-type="number" | Condition
  +
|-
  +
| [[Clifford Ghaffey]] || Mutterer || <center>-5</center> ||
  +
|-
  +
| [[Craig Sullivan]] || Shaken || <center>-2</center> || at low food
  +
|-
  +
| [[Doug Schultz]] || Abrasive || <center>-3</center> ||
  +
|-
  +
| [[Karen Landey]] || Rattled || <center>-2</center> || at low food
  +
|-
  +
| [[Max Getz]] || Unhinged || <center>-5</center> ||
  +
|}
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  +
[[Category:Gameplay]]

Latest revision as of 11:38, 23 June 2021

Morale is a type of game mechanic in Dead State.

Morale is the overall feeling of the Shelter - the aggregate of every individual's mood. Because it's the apocalypse, and civilization is but a shell of its former self, there is a drain on Morale every day. However, by keeping the Shelter secure and its denizens cared for, you can cancel out this drain and keep things running smoothly. However, if Morale gets too low, individuals may start to act out, leave, or potentially even rebel against you.

Morale is what keeps people’s spirits up, preventing the pocket society they have created from breaking down. As long as Morale is positive, there is no reason for allies to become uncooperative. Story events, luxury items, and certain activities will increase Morale. Starvation, death of an ally, and killing neutral survivors out in the field will reduce Morale.

Morale is also affected by Mood, or the individual feeling of each ally. Regardless of how happy people are, Mood will always reduce Morale each day, because the reality of living after society has broken down takes its toll on each survivor. Shelter upgrades and certain ally traits provide daily Morale bonuses, which are displayed at the end of each day in the Shelter Summary.

Should Morale reach -300 at any time after day 30, Davis will express his regrets in choosing you to lead the shelter and kills you himself.

Shelter Summary[ | ]

Sheltersummary
The Shelter Summary screen appears at the end of every game day, and presents a summary of the failures and successes of the day.

Morale Bonuses and Morale Penalties are always displayed in the middle section of the Shelter Summary screen.

Morale Bonuses[ | ]

Influence Amount Notes
Morale gained (luxury items, etc)
varies
-
Allies gained
+30 /new Ally
-
Cat-based pest control
+5 /Cat
-
Witnessed paying respects
+3
-
Positive morale for 7 days
+10
-
Crisis Events bonuses
varies
-
Ally negotiation skill bonus
varies
-
Likeable characters
varies
-
Parisa: Morale Bonus
+2
-
Food found bonus (>= 50)
+20
The bonus is for the total food value. Different items have different values.

Example: Pork Rinds have a value of 1. A sack of dried beans 20.

Parts found bonus (>= 30)
+10
-
Fuel found bonus (>= 20)
+10
-
Antibiotics found bonus (>= 10)
+5
-
Upgrades complete: (mood gained)
+20 /upgrade
-
Suggestion box built
+20
-
Chef bonus
+3
-
Custodian bonus
+2 /Ally on job
-
Guard Duty bonus
+1 /Ally on job
+5 if fully staffed
Hospitality bonus
+3
+2 Morale if Jenifer
Maintenance bonus
+3
-
Security Guard bonus
varies
-
Security Guard bonus
+2
Available after Antibiotics Crisis Event
Fortified Stone Reinforced Fence bonus
+5
-
Watchtower bonus
+5
-
Working Toilets bonus
+5
-
Working Generator bonus
+20
-
Rooftop Garden bonus
+5
-
Rooftop Greenhouse bonus
+7
-
Mushroom Patch bonus
+2
-
Recreation Room bonus
+5
-
Working Well bonus
+5
-

Morale Penalties[ | ]

Influence Amount Notes
Morale lost (stocking spoiled food, etc.)
-10
-
Allies with good mood
-3 /Ally with this mood
-
Content allies
-5 /Ally with this mood
-
Allies with okay mood
-10 /Ally with this mood
-
Allies with bad mood
-15 /Ally with this mood

(-20 for disgruntled)

||
-
Killed neutrals: (mood lost)
-20 /Survivor
-
Allies died: (mood lost)
-50 /dead Ally
-
Allies infected: (mood lost)
-5 /infected Ally
-
No Electricity
-50
-
Fence Broken
-200
-
Allies turned into zombie
-20 /zombified Ally
-

Traits[ | ]

Some Allies possess certain traits that will affect daily Morale Bonuses or Penalties.

Positive Traits[ | ]

Ally Trait Daily
Morale Boost
Condition
Craig Sullivan Recovery
+1
Rec Room upgrade
Doug Schultz Guard the Base
+3
Guard job
Elaine Martin Counselor
+1
Gillian Devries Luxury Scavenger
+2
Isobel Dee Workaholic
+2
Any job
Jenifer Strong Helpful
+2
Hospitality job
Karen Landey Relaxation
+1
Rec Room upgrade
Ken Nash Rugged
+1
Lane Vibesit Slacktivism
+1
No Job
Lane Vibesit Misery Loves Company
+10
Shelter Morale below 15
Mark Corbeau Executive Chef
+5
Chef job
Melina Guzman Loved One
+1
Nathan Harris World's Greatest Salesman
+3
Oscar Guzman Beloved
+1
Parisa Sharazi Researcher
+2
Working on a science-related project
Parisa Sharazi Obsessed Researcher
+5
Working on a science-related project
Renee Cass Comforting Presence
+5
Sandy Doubleday I Can Do It
+5
Working
Todd Kantell Religious Authority
+1
Ulysses Ford Medical Authority
+3
Vic Castillo Authority Figure
+1

Negative Traits[ | ]

Ally Trait Daily
Morale Penalty
Condition
Clifford Ghaffey Mutterer
-5
Craig Sullivan Shaken
-2
at low food
Doug Schultz Abrasive
-3
Karen Landey Rattled
-2
at low food
Max Getz Unhinged
-5